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Phoenix Rising

Posted 03 July 2007 - 07:22 PM

No. The model I have for the Executor-class has zero moveable turrets (let me be clear, I mean "turret" and not "hardpoint"). I'm aware of the hardpoint limit at 2^12 characters, but not of any other limit.

Theempirewins

Posted 03 July 2007 - 02:41 PM

SO, if i understand you correctly Phoenix, a SSD like the Executor, cannot have more then 38 moving turrets ?

or did i read this wrong ?

:grin:

Fyi the limit i reached was around 200 units in space combat, then the game freezed.
My pc is heavy enough, so this is cleary a EAW issue

Anyway, looking forward to read from you agin in your weekly PR updates.

;)



Turrets, as in moving turrets? Hmm, I've got the 38 working on the Recusant and I can't think of a ship that will require more off the top of my head, so I guess that's not an issue. I'm curious, what was the limit you hit before the game broke?

As for performance, I haven't noticed anything too horrible as of yet. I mean, obviously the models are going to have a higher poly count than those in EaW and there are going to be more on-screen, but EaW's graphics are not state of the art and a decent graphics card should be able to deal with that. I'm sure that if someone benchmarked it, you could find games from 3-4 years ago that are more hardware-intensive than PR. As for EaW's minimum requirements, it's listed as a 1.0 GHz processor, 256 MB RAM, and a 32-MB GPU. I think anyone who is seriously into modding is going to have specs that totally blow that away by a factor of 2-4 times, so it shouldn't be an issue.

Projectiles are another thing that is popular for people to naysay about, but it's never been an issue. I've also increased laser speed to 50.0 since the mini-mod, so it looks more realistic and reduces clutter.

As for SSD performance, a single ship like that will take up less hardware power than a mixed fleet of smaller units.


Rob

Posted 02 July 2007 - 06:38 PM

Great idea about the lasers. I was thinking the same thing last night while playing PR.

Phoenix Rising

Posted 02 July 2007 - 05:00 PM

Turrets, as in moving turrets? Hmm, I've got the 38 working on the Recusant and I can't think of a ship that will require more off the top of my head, so I guess that's not an issue. I'm curious, what was the limit you hit before the game broke?

As for performance, I haven't noticed anything too horrible as of yet. I mean, obviously the models are going to have a higher poly count than those in EaW and there are going to be more on-screen, but EaW's graphics are not state of the art and a decent graphics card should be able to deal with that. I'm sure that if someone benchmarked it, you could find games from 3-4 years ago that are more hardware-intensive than PR. As for EaW's minimum requirements, it's listed as a 1.0 GHz processor, 256 MB RAM, and a 32-MB GPU. I think anyone who is seriously into modding is going to have specs that totally blow that away by a factor of 2-4 times, so it shouldn't be an issue.

Projectiles are another thing that is popular for people to naysay about, but it's never been an issue. I've also increased laser speed to 50.0 since the mini-mod, so it looks more realistic and reduces clutter.

As for SSD performance, a single ship like that will take up less hardware power than a mixed fleet of smaller units.

Theempirewins

Posted 02 July 2007 - 02:45 PM

About turrets...

I guess there is a limit to the number of turrets you can place on a ship...

i did some experiments with some 'heavy' fleets and a few SSD's, i did mention at that time that the game has some :p difficulties to keep running properly.

Phoenix, are you sure that your mod is not too 'heavy' to keep all these modifications running, i mean even with some 'heavy' fleets as opposition ?

I really hope so, i guess there must be an impact to this, anyway as i earlier stated in previous posts, we are all in good hands with your mod that you're making, but i just wondered about the performance impact.

Looking forward to see your progress on the whole mod, and of course in particular the SSD's like the Sovereign and the Executor.

Grtz and thx for all your valuable time

:lol:

Phoenix Rising

Posted 30 June 2007 - 04:24 PM

I'm expecting it to be done at least before Q4 2007. Could be earlier, depending on how it goes.

Posted 30 June 2007 - 08:20 AM

Any ideas on when the next release is going to be? =)


I'm loving this mod! (it actually had me reinstalling and replaying EAW :p) but the imbalance between Imps and Rebs was a bit glaring. If anything, Imps should have the massive capital ships, and the Rebs the stronger fighters and stuff. But still, excellent work!!

Phoenix Rising

Posted 17 June 2007 - 12:43 AM

They're not out yet, this is just what's in store for the next release.

Posted 16 June 2007 - 08:31 PM

Loving the mod Phoenix, but where can I get the new ships from, namely Vaders Star Destroyer, and the new repair ships? Do i need to download the mod again or is the a patch for it that i just add on?

Phoenix Rising

Posted 11 June 2007 - 02:19 PM

Yeah, the Executor- and Sovereign-class will be on the order of 20 times more powerful than this, so you needn't worry there ^_^. The only issue with that is they will almost certainly take up all of your space population. I think i put the Praetor at 16 pop (same as the MC120), so it really excels at being the flagship of a mixed fleet.

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